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Skeleton (computer programming)
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{{Short description|Design pattern in software development}} {{for|the use in distributed object communication|Distributed object communication#Skeleton}} {{redirect|Dummy code|dummy coding|Categorical variable}} {{Use mdy dates|date=October 2020}} '''Skeleton programming''' is a style of [[computer programming]] based on simple high-level program structures and so called '''dummy code'''. Program skeletons resemble [[pseudocode]], but allow [[parsing]], [[compiler|compilation]] and testing of the code. Dummy code is inserted in a program skeleton to simulate processing and avoid [[compiler|compilation]] error messages. It may involve empty [[subroutine|function]] declarations, or functions that return a correct result only for a simple test case where the expected response of the code is known. Skeleton programming facilitates a [[Top-down and bottom-up design|top-down]] design approach, where a partially functional system with complete high-level structures is designed and coded, and this system is then progressively expanded to fulfill the requirements of the project. Program skeletons are also sometimes used for high-level descriptions of [[algorithm]]s. A program skeleton may also be utilized as a template that reflects syntax and structures commonly used in a wide class of problems. Skeleton programs are utilized in the [[template method design pattern]] used in [[object-oriented programming]]. In [[object-oriented programming]], dummy code corresponds to an [[abstract method]], a [[method stub]] or a [[mock object]]. In the [[Java remote method invocation]] (Java RMI) nomenclature, a [[Stub (computer science)|stub]] communicates on the client-side with a skeleton on the [[server-side]].<ref>{{cite book | last1 = Freeman | first1 = Eric | last2 = Freeman | first2 = Elisabeth | last3 = Kathy | first3 = Sierra | last4 = Bert | first4 = Bates | editor1-last = Hendrickson | editor1-first = Mike | editor2-last = Loukides | editor2-first = Mike | year = 2004 | title = Head First Design Patterns | volume = 1 | page = 440 | publisher = O'REILLY | format = paperback | isbn = 978-0-596-00712-6 | access-date = 2012-08-28 | url = http://shop.oreilly.com/product/9780596007126.do }}</ref> A '''class skeleton''' is an outline of a [[class (computer science)|class]] that is used in [[software engineering]]. It contains a description of the class's roles, and describes the purposes of the [[Variable (programming)|variables]] and [[method (computer science)|method]]s, but does not implement them. The class is later [[implementation|implemented]] from the skeleton. The skeleton can also be known as either an [[Interface (computing)|interface]] or an [[abstract class]], with languages that follow a polymorphic paradigm.
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